Build animated 3D scenes in React Three Fiber using examples for object motion, model playback, and spring effects. Guidance covers blending character movements, responding to interactions, and managing state to reduce unnecessary React rendering.
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- Add rotation and floating motion to 3D objects
- Play and transition between GLTF character animations
- Create spring effects for clicks and dragging
zebbern/claude-code-guide☆ 46702026年10月20日 更新
Upgrade Three.js games from prototype visuals to premium browser graphics: art-direction critique, procedural model building, material and texture libraries, world prop kits, shaders, VFX, lighting and render pipeline, LOD and instancing, render budgets, and a 10-category visual scorecard. Use when screenshots still look basic or the user asks for premium, AAA, high-fidelity, showcase, or less-basic graphics.
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majidmanzarpour/threejs-game-skills☆ 25512026年9月28日 更新
Authors and structures professional-grade agent skills following the agentskills.io spec. Use when creating new skill directories, drafting procedural instructions, or optimizing metadata for discoverability. Don't use for general documentation, non-agentic library code, or README files.
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mgechev/skills-best-practices☆ 22782026年7月28日 更新
This skill should be used when the user asks to "find skills in the wild", "assimilate popular workflows", "discover SKILL.md files in repos", "research external skills", "find workflow patterns", "survey the skill landscape", "what skills exist out there", or wants to investigate public repositories for extractable processes, babysitter plugins, and reusable procedural insights. Searches GitHub for SKILL.md files, classifies repos by archetype, and maintains structured research under docs/reference-repos/.
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a5c-ai/babysitter☆ 18602026年9月17日 更新
Routes any game-development request to the right specialized skill(s): it detects the engine (Godot, Unity, Unreal, Bevy, Phaser, PixiJS, three.js, LÖVE, pygame, Roblox) and the task, then reads the chosen skill before acting. Use to make a game or to decide which skill applies — for players, levels, enemies, shaders, art direction, sprites, tiles, textures, 3D assets, UI/UX, cameras, game feel, physics, input, audio, saving, multiplayer, AI, dialogue, procedural generation, or performance, for genres (platformer, roguelike, RPG, FPS, tower-defense, card game, visual novel, survival-crafting, puzzle), and for shipping (game jam, Steam, itch). Start here when unsure which gamedev skill to use.
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gamedev-skills/awesome-gamedev-agent-skills☆ 17732026年10月9日 更新
Animate in Godot 4.7 three ways: AnimationPlayer for keyframed clips (incl. call and signal tracks), AnimationTree with state machines and blend spaces for character animation, and Tween for short procedural/UI tweens via create_tween(). Use when working with AnimationPlayer/AnimationTree nodes in a .tscn, blending character states, sprite-sheet animation, or code-driven Tweens.
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gamedev-skills/awesome-gamedev-agent-skills☆ 17732026年10月9日 更新
Apply Disney's 12 principles as practical design and engineering rules for procedural animation. Use when creating, improving, reviewing, or debugging code-driven motion in web, SVG, canvas, React, Remotion, game, UI, character, camera, or 3D scenes; especially when motion feels stiff, weightless, mechanical, unclear, or physically correct but visually weak.
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vibe-motion/skills☆ 13802026年10月6日 更新
Use when building 3D levels and worlds in Godot 4.7: third-person or FPS controller, player stuck on stairs, spring arm camera clipping, blockout with CSG, GridMap and MeshLibrary, terrain (heightmap, HeightMapShape3D, Terrain3D regions, textures, painting), scattering trees with MultiMesh, streaming a big world, procedural meshes with SurfaceTool, Jolt physics settings, importing GLB or glTF from Blender or AI generators (Scenario, Tripo, Meshy, Hitem3D), import scripts, name suffixes, model facing, collision generation, LODs.
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scenario-labs/skills☆ 10732026年10月19日 更新
Use when building a Unity 6.3 level or open world: terrain from code or heightmaps, procedural islands, erosion, splat and foliage rules, trees and grass, ProBuilder graybox, level gym, modular kit and prefab placement, set dressing, landmarks and player guidance, the island's edge, spline roads, WFC, fog, additive scene streaming, or a world that hitches, pops in, leaks memory or runs slow on mobile. Keywords: Terrain, TerrainData, ProBuilder, blockout, graybox, modular kit, NavMesh, LoadSceneAsync, open world.
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scenario-labs/skills☆ 10732026年10月19日 更新
Use when building gameplay systems in Godot 4.7: enemy AI that patrols, chases and attacks, state machines, behavior trees (LimboAI), NavigationAgent3D pathfinding and avoidance for 100 to 1000 enemies, 'agents stack up' or 'path is empty', hitbox and hurtbox combat, fast bullets going through walls, save and load, inventory, quests, dialogue (Dialogue Manager), input remapping, procedural dungeons, or measuring agent counts and frame time headless.
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scenario-labs/skills☆ 10732026年10月19日 更新
Use when a Maya task involves simulation or procedural effects: nCloth or Nucleus (a cape, skirt, flag or garment on an animated character, cloth through the body, jittery or stretchy cloth), nParticles, Bifrost graphs (Aero smoke, dust puff, mist, fire, liquids, MPM cloth, snow, sand, "Bifrost smoke"), MASH scattering or motion graphics, sim caches (nCache, Alembic, OpenVDB, file_cache, USD) or FX delivered to lighting or a game engine (flipbook sprites).
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scenario-labs/skills☆ 10732026年10月19日 更新
Use when texturing, shading or look-developing in Blender: building a PBR material from a texture set, displacement, procedural materials, edge wear, dirt, grime, color variation, decals, box or triplanar mapping on meshes without UVs, stylized character skin (subsurface, pores), eyes and cornea, hand-painted stylized textures, texture painting or painting masks headless. Also when a material looks plastic, CG, waxy or blown out, color spaces are wrong, or EEVEE and Cycles disagree.
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scenario-labs/skills☆ 10732026年10月19日 更新
Use when grooming hair or fur in Blender with hair curves, such as a character hairstyle, animal fur, procedural fur in geometry nodes, or hair cards and mesh hair for games. Also covers the Essentials hair node assets (Interpolate, Clump, Curl, Frizz, Noise, Trim), density masks, bald spots, parting lines, strand shading in Cycles or EEVEE, and slow grooms. Use it too when a hair script misbehaves headless, for example stale modifier inputs or curve sculpt brushes that do nothing.
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scenario-labs/skills☆ 10732026年10月19日 更新
Use when building or debugging Geometry Nodes, headless or live: procedural modeling, scattering objects on a surface, arrays along a curve, repeat or for-each loops, simulation zones, 5.2 physics (cloth, colliders, forces, effectors), closures, bundles, matrices, node-group assets with gizmos. Also when a GN script links nothing, shows red links, ignores modifier inputs, loses instances in a bounding box, or a simulation resets or jumps.
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scenario-labs/skills☆ 10732026年10月19日 更新
Provide graduated assistance from abstract conceptual nudge to concrete procedural step, with reflection required before each escalation. Teaches help-seeking as a skill and prevents direct-answer shortcuts.
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GarethManning/education-agent-skills☆ 8832026年8月29日 更新
No Inference / Source-Locked Verification. Forces Claude to answer ONLY from user-provided materials and/or online sources actually accessed — no inference, no assumptions, no gap-filling. Every factual, legal, numerical, or procedural claim must be anchored to a cited source. Use whenever Claude reviews documents, summarises evidence, checks accuracy, drafts submissions, creates timelines, extracts facts, checks citations, analyses rules, prepares legal arguments, compares documents, verifies claims, produces chronologies, works from uploaded materials, performs legal research, checks case status, or does anything where evidential fidelity matters. Also trigger on: 'source-locked', 'no inference', 'only from the materials', 'don't assume', 'stick to the evidence', 'verify this', 'check this is right', 'work from the documents'. Overrides Claude's default tendency to fill gaps. If evidential accuracy matters, use this skill.
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lawve-ai/awesome-legal-skills☆ 8782026年10月3日 更新
Screens a dismissal — proposed or already done — against the unfair dismissal framework for England & Wales, and shows where it is exposed. Structures the qualifying-service question, the automatically-unfair categories (no qualifying period), and a Burchell / Polkey / band-of-reasonable-responses analysis for a solicitor to verify — it does not determine fairness. Surfaces specific procedural risks. Use when the user says 'is this unfair', 'screen this dismissal', 'ordinary unfair dismissal', 'automatic unfair dismissal', or wants a structured fairness review before or after dismissal.
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lawve-ai/awesome-legal-skills☆ 8782026年10月3日 更新
Act as experienced opposing counsel to attack, undermine, and expose weaknesses in a legal argument, submission, witness statement, or structured reasoning. Produces a six-part adversarial analysis: 1. A core theory of attack identifying the single most effective way to defeat the argument; 2. A reconstructed version of the opposing argument stripped of rhetoric to expose its fragility; 3. Primary lines of attack grouped by category (legal misstatement, evidential gaps, causation failures, internal inconsistency, over-reliance on assertion, procedural weakness); 4. An "if I were the judge" section showing how a sceptical tribunal would dismantle the argument; 5. Surgical strikes - 3 to 5 high-impact points ready for oral submissions; and 6. An analysis of what the argument is trying to hide. Written in formal, adversarial British English for a legally trained audience.
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lawve-ai/awesome-legal-skills☆ 8782026年10月3日 更新
Adversarial premortem for England & Wales civil litigation - builds the strongest version of a case, then attacks it from four angles to find where it loses before opposing counsel does. Runs an adversarial premortem on a UK litigation matter. Builds the strongest version of the case, then attacks it from four angles — procedural, substantive, evidentiary, strategic — to find where it actually loses. Returns a ranked stress-test brief: failure scenarios, evidence inconsistencies, blind spots, mitigations, and one brutal one-sentence verdict. Use before issue, before settlement negotiations, before a litigation-funder pitch, or before deciding whether to take a case.
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lawve-ai/awesome-legal-skills☆ 8782026年10月3日 更新
Produces detailed law-school case briefs of United States judicial opinions in a fixed nine-section structure: memory jogger, facts, procedural history, judicial votes, holding, opinion-by-opinion analysis, five future-application hypotheticals, critique, and verified key quotations. Also builds vote tables, cross-case consistency tables, perspective-based critiques, and LaTeX in article, Beamer and casebook-chapter formats. Use whenever someone asks to brief a case, analyse or explain an opinion, summarise a decision for students, generate hypotheticals from a holding, critique a judgment, tabulate how justices voted, or convert case analysis to LaTeX. Triggers on "brief this case", "case brief", "explain the holding", "what did the court hold", "hypotheticals based on", "critique this opinion", "vote table", "Beamer presentation", "chapter brief", and on any reference to a judicial opinion or Supreme Court decision in a teaching context. Requires web search to verify quotations, votes and holdings.
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lawve-ai/awesome-legal-skills☆ 8782026年10月3日 更新
Expert blueprint for programmatic animation using Tween for smooth property transitions, UI effects, camera movements, and juice. Covers easing functions, parallel tweens, chaining, and lifecycle management. Use when implementing UI animations OR procedural movement. Keywords Tween, easing, interpolation, EASE_IN_OUT, TRANS_CUBIC, tween_property, tween_callback.
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thedivergentai/Game-Dev-Agentic-Skills☆ 8722026年10月17日 更新
Comprehensive blueprint for Action RPGs including real-time combat (hitbox/hurtbox, stat-based damage), character progression (RPG stats, leveling, skill trees), loot systems (procedural item generation, affixes, rarity tiers), equipment systems (gear slots, stat modifiers), and ability systems (cooldowns, mana cost, AOE). Based on expert ARPG design from Diablo, Path of Exile, Souls-like developers. Trigger keywords: action_rpg, loot_generator, rpg_stats, skill_tree, hitbox_combat, item_affixes, equipment_slots, ability_cooldown, stat_scaling.
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thedivergentai/Game-Dev-Agentic-Skills☆ 8722026年10月17日 更新
Expert-level toolkit for modular Godot 4.7+ CLI automation and headless build orchestration. Use when you need to: (1) Build complex scene trees or UI layouts programmatically, (2) Automate expert 3D asset pipelines (glTF -> Collision), (3) Optimize procedural geometry headlessly (CSG -> Static Mesh), or (4) Engineer production-grade CI/CD pipelines. Set GODOT_PATH env var for custom engine location. Keywords: Godot CLI, headless, CI, export, builder, 4.7.
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thedivergentai/Game-Dev-Agentic-Skills☆ 8722026年10月17日 更新
Expert blueprint for sandbox games (Minecraft, Terraria, Garry's Mod) with physics-based interactions, cellular automata, emergent gameplay, and creative tools. Use when building open-world creation games with voxels, element systems, player-created structures, or procedural worlds. Keywords voxel, sandbox, cellular automata, MultiMesh, chunk management, emergent behavior, creative mode.
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thedivergentai/Game-Dev-Agentic-Skills☆ 8722026年10月17日 更新